test content
What is the Arc Client?
Install Arc

Cosindering this for a Vesta Build

ccarmichael07ccarmichael07 Member Posts: 755 Arc User
edited November 2012 in Federation Discussion
So now that we have some stats (*subject to change) for the Vesta, I was giving some consideration to a build for one of my characters.

I should note that this is an RP character, whose mission is "border patrol" and so this may not be a min-max build, but this is what I am considering.

Would love some feedback!

Bridge Officers

Commander Science: Polarize Hull 1, Tractor Beam II, Feedback Pulse II, Viral Matrix II/III

Lieutenant Commander Universal: (Tac) Torp Spread 1, CSV 1, CRF 2

Lieutenant Tactical: Torp High Yield 1, CRF 1

Lieutenant Engineering: Eng Team 1, EPtS 2

Ensign Universal: (Eng) EPtS 1


Weapons

Fore: Aux Dual Heavy Phaser Cannons x2, Quantum Torpedo Launcher
Aft: Phaser Turret x 2, Quantum Mines


Consoles

Rademaker Layout

Tactical: 2 Phaser, 1 Quantum Projectiles (assumes this console affects mines as well?)

Engineering: 1 Hull Armor, 1 Aux Booster

Science: 2 Shield Emitter, 1 Graviton Booster, Quantum Field Focus Phaser


Energy Settings

Priority 1: Aux
Priority 2: Shields
Priority 3: Weapons
Priority 4: Engines


So the idea with this build is to create a sort of "destoryer" type ship. Has some teeth, not as much as an escort however, has some tankiness, but not as much as a cruiser, while using my science abilities to defend (Polarize Hull), drop shields and snare (Tractor Beam), increase damage (Feedback Pulse) and give me an "out" if things go south (Viral Matrix).

Again, this might not be the "ultimate" build for these ships, but it's the build I am considering. Would love to hear from the build experts on where I might have some issues with this build, or where I might want to consider some changes.


"You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack.
I'm thinking maybe pancakes." ~ John Casey
Post edited by ccarmichael07 on

Comments

  • squishkinsquishkin Member Posts: 0 Arc User
    edited November 2012
    Honestly, I would trade TS1 for TT1, THY1 for TT1, and CRF2 for TS3. (Or at the very least, THY1 for TT1 with a TT doff).
  • ccarmichael07ccarmichael07 Member Posts: 755 Arc User
    edited November 2012
    squishkin wrote: »
    Honestly, I would trade TS1 for TT1, THY1 for TT1, and CRF2 for TS3. (Or at the very least, THY1 for TT1 with a TT doff).

    Hmmm, hadn't considered that.

    Essentially, turn the ship into a massive splash damage generator, with the combination of CSV 1, Torp Spread 3 and Feedback Pulse.

    Definitely something to consider.

    Is there an advantage to having (2) Tac Team 1 abilities? Don't they share a cooldown?


    "You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack.
    I'm thinking maybe pancakes." ~ John Casey
  • tom61stotom61sto Member Posts: 3,711 Arc User
    edited November 2012
    I'm guessing you can have only one Aux powered cannon per ship, as it is with most other special ship weapons ([Arc] Quantum, Bio-neural Warhead, etc.). It would be interesting if you could.

    TT has a triggered cooldown, not a full share. Triggering a TT puts the others into about half of that one's cooldown.

    As for consoles, you need to pick one more Engineering console if you're going Rademaker. I'd go 2x Neutronium Alloy for armor, and with maxed Aux level you shouldn't need an Aux Booster with this ship, so one of the universal consoles could go here, or another armor, Sif generator or shield power console for more tankiness if not.
  • squishkinsquishkin Member Posts: 0 Arc User
    edited November 2012
    Is there an advantage to having (2) Tac Team 1 abilities? Don't they share a cooldown?

    TT triggers a 30-second cooldown for itself and a 15-second global cooldown for any other 'team' skills (Tactical Team, Science Team, Engineering Team).
  • ccarmichael07ccarmichael07 Member Posts: 755 Arc User
    edited November 2012
    tom61sto wrote: »
    I'm guessing you can have only one Aux powered cannon per ship, as it is with most other special ship weapons ([Arc] Quantum, Bio-neural Warhead, etc.). It would be interesting if you could.

    TT has a triggered cooldown, not a full share. Triggering a TT puts the others into about half of that one's cooldown.

    As for consoles, you need to pick one more Engineering console if you're going Rademaker. I'd go 2x Neutronium Alloy for armor, and with maxed Aux level you shouldn't need an Aux Booster with this ship, so one of the universal consoles could go here, or another armor, Sif generator or shield power console for more tankiness if not.

    Ahhh good catch on the Engineering console.

    As for the Aux weapons, branflakes had a reply this morning to the announcement, which indicates that we would be able to use multiple ADHC on a ship. Of course this is subject to change, but if that holds true, that is the intent of this build. If that changes, then this build would be adjusted accordingly to use regular DHC instead of the ADHC.

    Question: Is it worth it to have mines, if you don't use a dispesal pattern? I've never used mines, so I don't know much about them. But I'd like to try it, if it makes some sense to the build.


    "You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack.
    I'm thinking maybe pancakes." ~ John Casey
  • tom61stotom61sto Member Posts: 3,711 Arc User
    edited November 2012
    Ahhh good catch on the Engineering console.

    As for the Aux weapons, branflakes had a reply this morning to the announcement, which indicates that we would be able to use multiple ADHC on a ship. Of course this is subject to change, but if that holds true, that is the intent of this build. If that changes, then this build would be adjusted accordingly to use regular DHC instead of the ADHC.

    Question: Is it worth it to have mines, if you don't use a dispesal pattern? I've never used mines, so I don't know much about them. But I'd like to try it, if it makes some sense to the build.

    ADHC being able to be equipped multiple fore is interesting, the question would then be how using them and Sci abilities at the same time would do to both, with regards to power levels/damage/effect.

    Not very familiar with mines as they are now (buffed mid-season 6 IIRC), but I found Tricobalt (2x due to cooldown) mines plus Dispersal Pattern Beta I (2x Trics for that rank) a pretty decent finishing move on a Sci ship. There are people advocating having mines on escorts now, so definitely worth playing with to see what they can do, particularly if you can fit one of the higher ranks of DPB in somewhere.
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited November 2012
    I have the T5 Defiant so that quad cannon Pulse Phaser cannon also comes in handy with this build... if you have it as well.

    I'm looking at this build for mine based on my Heavy Destroyer and swapping out Anti Proton weapons for Phasers.

    Bridge Officers

    Commander Science: Polarize Hull 1, Hazard Emitters II, Transfer Shield Strength III, Gravity Well III

    Lieutenant Commander Universal: (Tac) Torp Spread 1, Torp High Yield 2, CRF 2

    Lieutenant Tactical: Tac Team I, CRF 1

    Lieutenant Engineering: Eng Team 1, Direct Energy Modulation 1

    Ensign Universal: (Eng) EPtS 1

    DOFF Assignments

    1 Rare Energy Weapons Officer (Cannon abilities)

    1 Very Rare Conn Officer (Tac Team recharge)

    1 Very Rare Projectile Weapons Officer (Torp Launcher recharge)

    1 Very Rare Deflector Officer (Deflector Abilities recharge)

    1 Borg Space Tholian (for STFs) or swap out to something else like the Gravametric Officer

    Weapons

    Fore: Aux Dual Heavy Phaser Cannon, MK XII Borg Quantum Torpedo Launcher, Quad Phaser Cannons
    Aft: Phaser Turret x 2, Quantum Torp Launcher (180 degree arc version)


    Consoles

    Rademaker Layout

    Tactical: 3 Phaser Relays MK XII Rare

    Engineering: MK XII Rare Neutronium armor, Theta Radiation Console

    Science: MK XII Rare Shield Emitter Array, MK XII Rare Shield Emitter Amplifier, Borg Universal Console, Tachyokinetic Console


    Energy Settings

    Priority 1: Aux (25)
    Priority 2: Shields (50)
    Priority 3: Weapons (100)
    Priority 4: Engines (25)

    Ship Equipment

    MK XII MACO Shield
    Borg Deflector & Engines

    Red Matter Capacitor, Subspace Field Modulator, AUX batteries
  • ccarmichael07ccarmichael07 Member Posts: 755 Arc User
    edited November 2012
    coffeemike wrote: »
    I have the T5 Defiant so that quad cannon Pulse Phaser cannon also comes in handy with this build... if you have it as well.

    I'm looking at this build for mine based on my Heavy Destroyer and swapping out Anti Proton weapons for Phasers.

    Bridge Officers

    Commander Science: Polarize Hull 1, Hazard Emitters II, Transfer Shield Strength III, Gravity Well III

    Lieutenant Commander Universal: (Tac) Torp Spread 1, Torp High Yield 2, CRF 2

    Lieutenant Tactical: Tac Team I, CRF 1

    Lieutenant Engineering: Eng Team 1, Direct Energy Modulation 1

    Ensign Universal: (Eng) EPtS 1

    DOFF Assignments

    1 Rare Energy Weapons Officer (Cannon abilities)

    1 Very Rare Conn Officer (Tac Team recharge)

    1 Very Rare Projectile Weapons Officer (Torp Launcher recharge)

    1 Very Rare Deflector Officer (Deflector Abilities recharge)

    1 Borg Space Tholian (for STFs) or swap out to something else like the Gravametric Officer

    Weapons

    Fore: Aux Dual Heavy Phaser Cannon, MK XII Borg Quantum Torpedo Launcher, Quad Phaser Cannons
    Aft: Phaser Turret x 2, Quantum Torp Launcher (180 degree arc version)


    Consoles

    Rademaker Layout

    Tactical: 3 Phaser Relays MK XII Rare

    Engineering: MK XII Rare Neutronium armor, Theta Radiation Console

    Science: MK XII Rare Shield Emitter Array, MK XII Rare Shield Emitter Amplifier, Borg Universal Console, Tachyokinetic Console


    Energy Settings

    Priority 1: Aux (25)
    Priority 2: Shields (50)
    Priority 3: Weapons (100)
    Priority 4: Engines (25)

    Ship Equipment

    MK XII MACO Shield
    Borg Deflector & Engines

    Red Matter Capacitor, Subspace Field Modulator, AUX batteries

    You left Spacedock without a tractor beam? :P

    An interesting build. Giving me some things to consider. And yes, I do have the T5 Defiant, so the Quad Cannon is available. But I'm not sure if it would apply here or not, as I think the Quad is locked to the escort line.


    "You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack.
    I'm thinking maybe pancakes." ~ John Casey
  • tom61stotom61sto Member Posts: 3,711 Arc User
    edited November 2012
    You left Spacedock without a tractor beam? :P

    An interesting build. Giving me some things to consider. And yes, I do have the T5 Defiant, so the Quad Cannon is available. But I'm not sure if it would apply here or not, as I think the Quad is locked to the escort line.

    Quads should be able to be fitted on anything that 'can take cannons' (this includes fighters). Anyone with Quads on Tribble care to confirm (should say "Multi-Mission Science Vessel" on the ship type of the tooltip if so)?
  • rrincyrrincy Member Posts: 1,023
    edited November 2012
    anything that can carry dual heavies can use quads
    12th Fleet
    Rear Admiral , Engineering Division
    U.S.S. Sheffield N.C.C. 92016
  • ccarmichael07ccarmichael07 Member Posts: 755 Arc User
    edited November 2012
    rrincy wrote: »
    anything that can carry dual heavies can use quads

    Thanks for the info


    "You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack.
    I'm thinking maybe pancakes." ~ John Casey
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited November 2012
    You left Spacedock without a tractor beam? :P

    Yep... cuz the 3 piece Borg set will have it in Season 7... by default.

    I usually get 60 to 62 on AUX power and the EPS power transfer ability as an engineer will help.

    Oh, Quad Cannons can be slotted I believe: http://www.stowiki.org/Quad_Cannons
  • unangbangkayunangbangkay Member Posts: 10 Arc User
    edited November 2012
    rrincy wrote: »
    anything that can carry dual heavies can use quads

    I don't know if this has changed since the patch, but the Quad Cannons (phaser) are limited to Escorts and Dreadnoughts and the Heavy Destroyer (the Chimera) only, at least according to the Wiki (which is sometimes out of date, I know). I take my Quad Cannons to every escort I use, but I haven't been able to use them on a non-escort.

    Maybe they'll update the Vesta to use it, but since it's ostensibly a science or science-like ship I doubt they'll allow it.
  • tom61stotom61sto Member Posts: 3,711 Arc User
    edited November 2012
    I don't know if this has changed since the patch, but the Quad Cannons (phaser) are limited to Escorts and Dreadnoughts and the Heavy Destroyer (the Chimera) only, at least according to the Wiki (which is sometimes out of date, I know). I take my Quad Cannons to every escort I use, but I haven't been able to use them on a non-escort.

    Maybe they'll update the Vesta to use it, but since it's ostensibly a science or science-like ship I doubt they'll allow it.

    Which non-escort non-dreadnought did you try them on Fed side? The only other ship types that I can think of that you didn't list that can take duals Fed side are fighters and maybe the Atrox.
Sign In or Register to comment.